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Ideas on enemy unit formations solution
I have a basic avoidance and flocking script for flying enemy units. Using Pool Manager to manage the spawning and de-spawning of the instantiated units.
The units are spawned, then either fly along a spline path or freely towards their target (dependent on the level and situation), at a trigger event or within range of their target they stop and hover to prepare to fire. I'm trying to figure out a formation formula which can be used while in flight and/or when going to hover mode, and with a varying number of spawned units. My thoughts have been to:
Use an array and arrange the units by their spawn index to place in the array, with each array value having a position under a parent GO.
A docking system where a unit moves to the nearest available/empty dock position of a parent GO.
Some kind of neighbouring alignment where units position themselves at a vector offset from a nearby unit (I, really don't know how to go about this).
What other options could there be? Any help is greatly appreciated.
I'm going to attempt the array and positioning fist. See how it goes.
Alrighty, cool, so... I have a plan. I'm moving parent object along a path, setting a bool for the units to dock onto on a trigger. This allows me to have them free flying but then dock to form a formation. Using generic List() so when a unit is destroyed the next unit in the list moves up in list index. This this can happen, on unit destroy the units docking bool becomes false then true again so the units and smoothly move into a new position.. Still testing. If anyone at all is interested, I'll post my code attempt.
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